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Jul 21st, 2017
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  1. To-do list for MTA Roleplay Server features:
  2.  
  3. 1) Economy:
  4. a) Box Boats to carry materials from Los Santos port to San Fierro. Materials are bought at Los Santos in bulk, at prices set by admin command. After reaching the drop off point the San Fierro Port is left with x amount of Materials that can be directly bought.
  5. b) Trucking companies can be bought which spawn semi's, which are used to carry large loads of materials from the San Fierro port to business's that have a demand for them. Or from one business to another.
  6. c) Business's use materials in their storage to automatically create items when sold, which deducts the appropriate amount fo materials from the business storage.
  7. d) Illegal business's are formed inside of player's house's by having an interior teleport spawned inside the house. Using upgrades and the ability to hire NPC's (who simply walk around preforming anim's), the business will produce either illegal guns or drugs (both of which require materials), and will store them in the business's storage point.
  8.  
  9. 2) Turfs:
  10. a) Mini Gang HQ's need to be coded and mapped into every district of San Fierro. They can be captured if there are no NPC's or players in the area, at which point the enemy gang members just walk into the HQ and use /capture. NPC's can be hired from here for the purpose of patrolling, and 'corner gangs' can be hired in order to distribute drugs automatically to passing players. The gang HQ will have a storage which can be stocked with guns, drugs, or money.
  11. b) Motels need to be coded, which will spawn civilian NPC's who simply walk around the district, and will run away if shot at, or put their hands up when a gun is aimed at them (paying x amount of money have 10 seconds). There's a 50% chance that any time an NPC sees a corner gang, they will attempt to buy from them.
  12. c) District barracks need to be coded in, which will be used to purchase and spawn Police NPC's which patrol the district.
  13.  
  14. 3) NPC's:
  15. a) Civilian NPC's: These NPC's simply go about their day, doing little to nothing currently. In the future we may code more interactive elements with them. Any time they see a corner gang they have a 50% chance to buy from them.
  16. b) Police NPC's: These NPC's will be a bit hard to do. What happens is they are purchased by a high rank in the SFFR in one of their district barracks. When sent on patrol, if they see a visible crime being committed (holding an illegal gun defined by the SFFR Chief in public, shooting at someone, hitting someone, or aiming a gun at someone) they will attempt to intervene and make an arrest. To do this, the NPC will run over to the crime scene and draw their gun. They will also shout they are police, and if the person doesn't cease what they're doing after 5 seconds and do /handsup, or they attack the NPC, then the NPC will open fire with their weapon. If the person runs, the NPC will attempt to chase them, and if they get close enough to touch the individual then they are tackled (which freeze them in place). The NPC will then cuff them, and call in for backup. If backup doesn't come for five minutes, and no one breaks the man being arrested loose, then the individual is teleported to the jail inside a cell automatically.
  17. c) Illegal Faction NPC's: These NPC's are hired as extra muscle at any gang HQ the player's gang owns. From there, they can either be sent to patrol the turf/district they're from, follow the player and attack anyone he does as well as anyone who attacks the NPC, or can be set to guard a location where they will attack only if attacked or see a friendly player/NPC attacked. Their weapons can be set to anything the player can give them via /givenpcgun. The gun will be taken from either the player's inventory.
  18. d) Corner gangs: These NPC's will be automatically set to guard mode in a spot designated by the player. They draw resources from the gang HQ they're hired from, and can be set to sell either guns or drugs to passing player's (and in the case of drugs NPC's). In addition, if the player clicks on the corner gang leader, he can hire additional muscle that will stand beside him armed with low-level weapons for protection (the maximum being nine). The weapons include 9mm's, Deagles, Bats, and knives.
  19.  
  20. 4) Guns & Ammo:
  21. a) Guns: Weapons that can be produced in illegal business's are based on the upgrades owned by the faction. Each upgrade unlocks a new weapon. The starting one's however are any melee weapon and 9mm's. Each upgrade is statically set, and grows to be more expensive depending on the gun type. Higher level guns will also take more materials per-model to produce.
  22. b) Ammo: Weapons use limited ammunition, and they will need to be refilled either at an illegal gun shop for illegal business's, or for a legal gun a legal gunshop can be used.
  23. c) Legal gunshops: Weapons sold here are limited by whatever guns are not set as illegal based on the government factions /illegalgun command.
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